shader_type spatial; render_mode unshaded; uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_nearest; uniform float blur_power: hint_range(0.0, 0.2, 0.001) = 0.05; uniform sampler2D noise_texture; vec2 noise(vec2 uv) { return texture(noise_texture, uv).xy - 0.5; } void fragment() { vec2 uv = SCREEN_UV; ALBEDO.rgb = texture(SCREEN_TEXTURE, uv + noise(uv)).rgb * blur_power; }